7th Level Spirits
Table of Contents

Bercilak Hautdesert: The Green Knight

Bercilak Hautdesert was a knight championed by a sorceress. After he betrayed her, Bercilak’s was cast into the a dark plane as punishment.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Bercilak Hautdesert.

Spirit Level: 7th

Alignment: Chaotic Good (CG)

Constellation: Starless

Binding DC: 35

Totems: You gain a +2 totem bonus on binding checks made with Bercilak Hautdesert if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You are bound to Arthu when you perform the Bercilak Hautdesert’s ceremony.
  • You snap a wand of charm person with at least 40 uses in half in the center of Bercilak Hautdesert’s seal.
  • You perform Bercilak Hautdesert’s ceremony in the company of one or more fey creatures whose total Hit Dice equal or exceed your binder level.

Ceremony: You lob off your own leg with a sharpened axe.

Manifestation: A new leg immediately grows from your stump as a burly, naked man with a beard of flowers and grass for hair sprouts from your old leg.


Major Granted Abilities

  • Buffoonery: You curse one target within 30 feet to act like a buffoon as a standard action, causing it to lose all weapon and armor proficiencies and increase its spell failure chance with spells it casts by 25% for 1 minute. In addition, no skill is considered to be on its list of class skills and all terrain is considered to be difficult terrain for it. A successful Will save negates this effect. This ability is a curse effect. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Buffoonery is permanent unless dispelled by remove curse or a similar effect.

Minor Granted Abilities

  • Devoted: While you are bound to Bercilak Hautdesert, you gain a +4 bonus against all mind-affecting effects as well as the benefits of the slippery mind rogue talent.
  • Regenerate: You repair your body of even the most grievous of wounds, functioning as regenerate except this ability is personal range only and targets you. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Sacred Submission: You can force one supernatural creature to submit to your will as a standard action, functioning as dominate person except this ability affects fey and outsiders with the evil subtype instead of humanoids. You may only dominate one target at a time with this ability; dominating a new target frees the previous target. At 20th level, this ability can target any creature regardless of type, functioning as dominate monster. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Unbreakable Body: While you are bound to Bercilak Hautdesert, you are immune to ability damage done to your Strength, Dexterity, or Constitution scores. In addition, you do not die when your head is severed, though the trauma does cause you to become staggered until your head is reattached to your body. Furthermore, your head is able to see, hear, and act and communicate with your body while severed as if using telepathic bond.

Signs and Influence

Bercilak Hautdesert affects you in the following ways.

  • Physical Sign: The color of all clothing and equipment that you wear turns green while you are carrying, wearing, or wielding it. When you activate one of Bercilak Hautdesert’s granted abilities, your body’s pigmentation also becomes green.
  • Personality Influence: You uphold the Order of the Lion’s code of conductAPG. You must act chivalrously at all times.
  • Favored Ally: Fey (any)
  • Favored Enemy: Any (arcane spellcasters), Outsider (any with the evil subtype)

Vestigial Bond (Boon)

While you are bound to Bercilak Hautdesert, you gain an insight bonus on aid another checks equal to half of your binder level. In addition, the bonus you provide to your allies with aid another increases by +1 for every 5 binder levels you possess and you can use aid another to grant a bonus to an ally’s next ability check, concentration check, or saving throw in addition to the normal uses of this action. This granted ability replaces sacred submission.



The Crow: Prince of Just Shadows

Having met a terrible fate at the hands of a rival, the spirit now known as the Crow is a vestige of his former self, even by the standards of pact spirits.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Crow.

Spirit Level: 7th

Alignment: Neutral Good (NG)

Constellation: Thief

Binding DC: 28

Totems: You gain a +2 totem bonus on binding checks made with the Crow if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You draw the Crow’s seal under a tree where a murder of crows is perched. The murder must stay perched there until the Crow manifests for you to receive this benefit.
  • The ink you use in the Crow’s ceremony was created using shadow conjuration or a similar spell.
  • You are a tengu or possess a scar given to you by someone you had thought to be a trusted friend.

Ceremony: You spill a well of ink across the Crow’s seal.

Manifestation: Flowing like blood, the ink draws a massive bird that spans the Crow’s seal. When it finishes, inky avians burst from the ink and swarm around you, pecking you until your entire body is covered in black ink save for your eyes.


Major Granted Abilities

  • Shape Shadow: You craft quasi-real spell effects from your shadow as a standard action, functioning as either shadow conjuration or shadow evocation except that shape shadow can replicate one conjuration or evocation spell of 5th level or lower that has an instantaneous duration. At 15th level and every 3 levels thereafter, increase the spell level that shape shadow can replicate by 1, to a maximum of 7th level spells at 18th level. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Shape shadow can replicate spells regardless of their duration, but shape shadow becomes expended for the replicated spell’s duration and for 5 rounds after the spell’s effects expire or are dismissed.

Minor Granted Abilities

  • Dark Wings: You transform into a crow at will as a standard action, functioning as beast shape III.
  • Dual-Wielding Duelist: While you are bound to the Crow, you gain the benefits of Two-Weapon Fighting and Weapon Finesse. If you have the Two-Weapon Fighting feat, you treat any one-handed weapon that you wield as a light weapon for the purpose of determining your two-weapon fighting penalties.
  • Shadow Image: You cloak yourself in shadowy images as a standard action, functioning as mirror image. Images created by this ability are quasi-real and fool blindsense, blindsight, and scent. Alternatively, you can spend three uses of this ability as a standard action in order to become invisible, functioning as greater invisibility. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Shadow Fortitude: While you are bound to the Crow, you have a 75% chance to ignore the extra damage dealt to you by critical hits and sneak attacks. This ability functions as fortification and does not stack with similar abilities. In addition, you automatically stabilize when reduced to negative hit points and you automatically succeed on Fortitude saves made to avoid dying from massive damage.

Signs and Influence

The Crow affects you in the following ways.

  • Physical Sign: Blood from your wounds transforms into black feathers upon exiting your body. When you activate one of the Crow’s granted abilities, the illumination level surrounding you briefly scintillates from bright light to darkness.
  • Personality Influence: You must punish all wrongdoers that you encounter. You must always act in pursuit of justice.
  • Favored Ally: Animal (carrion birds), Undead (any)
  • Favored Enemy: Humanoid (any evil)

Vestigial Bond (Boon)

You can summon a murder of crows as a spell-like ability, functioning as summon swarm. Treat this swarm as a bat swarm. Your swarm has hit points equal to half your total (excluding temporary hit points) and you are immune to your swarm’s swarm attack. When occupying the same space as your swarm, you gain concealment and cover. You may use this granted ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces dark wings.



Dead Kings: Echoes of Grandeur

The Dead Kings are a conglomerate spirit, a union of the souls between the greatest mortal rulers ever to live.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Dead Kings.

Spirit Level: 7th

Alignment: Lawful Evil (LE)

Constellation: Noble

Binding DC: 36

Totems: You gain a +2 totem bonus on binding checks made with Dead Kings if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • Your have a Strength, Dexterity, and Constitution score of 20 or better.
  • You are an expert in genealogy, requiring 14 ranks in Knowledge (history).
  • Another binder who also meets all of the above totem requirements helps you prepare Dead Kings’s ceremony.

Ceremony: You light a bundle of incense sticks ablaze and kneel before them while praying for Dead Kings to take notice.

Manifestation: The smoky, spectral visage of countless rulers and leaders of your race step through the incense haze and address you, commanding you state your purpose.


Major Granted Abilities

  • Unleash Forbidden Secrets: You dissolve a target’s life force with a touch as a standard action. If you successfully hit your target with a melee touch attack, it suffers 1d12 points of damage per 3 binder levels you possess. In addition, each of your expended granted abilities have the number of rounds that they are expended for reduced by 1 (including this one). After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You may use unleash forbidden secrets as a ranged touch attack with a range of 60 feet.

Minor Granted Abilities

  • Command of the King: You gain the ability to cast geas/quest as a spell-like ability three times per day. If your target is a member of your race, you gain a +4 bonus on your caster level check to overcome any spell resistance that it might possess. A creature cannot be the target of this granted ability more often than once per day.
  • King’s Palace: While you are bound to Dead Kings, you gain a personal palace that is decorated as a garish reflection of your personality, functioning as mage’s magnificent mansion. The entrance to your palace is located at the exact spot that you sealed your pact with Dead Kings with, though you can place a portal to your palace a number of times per pact equal to your Charisma modifier (minimum 0). Placing a new portal closes a previous one, causing it to no longer function unless another use of this ability is expended to create the previous portal anew. Unlike mage’s magnificent mansion, king’s palace lasts for the duration of your pact with Dead Kings.
  • Lore of the Dead Kings: While you are bound to Dead Kings, you gain an insight bonus on all Knowledge checks equal to half your binder level. In addition, you may cast legend lore as a spell-like ability once per day.
  • Incarcerate: You cast one target within 30 feet into an extraplanar dungeon as a standard action, functioning as maze. You may only banish one creature at a time with this ability and any banished creatures are freed when your pact with Dead Kings ends. A creature banished by this ability cannot be banished again for 1 day and banishing a new creature frees any previously banished creatures. You must show Dead King’s sign in order to receive this benefit.

Signs and Influence

Dead Kings affects you in the following ways.

  • Physical Sign: Tattoos in the likeness of your race’s greatest rulers are etched into your skin. When you activate one of Dead King’s granted abilities, the eyes of those rulers focus upon a single creature or object.
  • Personality Influence: You act in accordance to all stereotypes held of your race. You must remind people of your lineage whenever you feel that it is brought into question.
  • Favored Ally: Any (creatures of your race)
  • Favored Enemy: Outsider (any)

Vestigial Bond (Companion)

You gain a king crabUM as a familiar. You possess a wizard level equal to your binder level when determining your king crab’s abilities. This granted ability replaces command of the king.



The Elysium Choir: Innocence Slain

The Elysium Choir consisted of 77 cherubs that sang the most beautiful songs in all of Heaven.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Elysium Choir.

Spirit Level: 7th

Alignment: Neutral Good (NG)

Constellation: Angel

Binding DC: 28

Totems: You gain a +2 totem bonus on binding checks made with the Elysium Choir if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You are not bound to the Malebolge Moors. If you accept this totem, you cannot bind this spirit until the Elysium Choir departs from your soul.
  • You have mastered a perfect celestial melody, requiring 14 ranks in Perform (sing) and the ability to speak Celestial.
  • You anoint yourself and the Elysium Choir’s seal with six doses of holy water that you personally crafted.

Ceremony: You sing traditional hymns while anointing yourself with incense and holy water.

Manifestation: Choirs of angels begin to sing alongside you, softly at first and growing louder until the voices sound as though a choir of 77 is singing with you.


Major Granted Abilities

  • Tranquil Peace of Elysium: You produce a rhapsody of song and praise as a standard action that smites the wicked of heart, functioning as holy word. Good creatures within holy word’s area are spared from death and healed of their wounds instead, functioning as breath of life. A creature can benefit from breath of life a number of times per day equal to half your maximum spirit level. This ability is a sonic effect with verbal components but it is not language-dependent. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can use tranquil peace of Elysium to return slain creatures to life, functioning as resurrection. Using tranquil peace of Elysium in this manner takes 10 minutes and requires the expenditure of a 10,000 gp diamond as a material component. You can use this capstone empowerment three times per day. After using tranquil peace of Elysium in this manner, it becomes expended during this ritual and for 5 rounds afterwards.

Minor Granted Abilities

  • Celestial Performer: While you are bound to the Elysium Choir, you gain a bonus on Perform (sing) and Sense Motive checks equal to half your binder level.
  • Life’s Grace: You sing an invigorating performance as a standard action, granting all allies within 30 feet the benefits of deathward and a +1 sacred bonus on attack rolls, ability checks, skill checks, and saving throws per 4 binder levels you possess. This ability functions as a bardic performance. You can use this ability for a number of rounds per day equal your binder level. These rounds do not need to be consecutive.
  • Pursuit of Peace: While you are bound to the Elysium Choir, you can cast sanctuary as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Shattering Chorus: You sing a high note that buffets one target within 30 feet as a standard action. If you hit the target with a ranged touch attack, it takes 1d6 points of sonic damage per 3 binder levels that you possess. This ability doesn’t allow a saving throw to reduce the damage and unlike most energy attacks, shattering chorus deals full damage to all objects. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

The Elysium Choir affects you in the following ways.

  • Physical Sign: Your voice is constantly in perfect pitch and harmony. When you activate one of the Elysium Choir’s granted abilities, tiny cherubs dart out from your nose, ears, and mouth and buzz around you, extolling all that is good about you.
  • Personality Influence: You are constantly joyous. You must never initiate violent or aggressive confrontations.
  • Favored Ally: Outsider (any with the good subtype)
  • Favored Enemy: Outsider (any with the evil subtype)

Vestigial Bond (Companion)

You gain up to six white birds as animal companions, functioning as a packlord druid’s pack bond abilityUM. You possess a druid level equal to your binder level when determining your birds’ abilities. This granted ability replaces life’s grace.



Inexorus: Prime Inevitable

Known as the Prime Inevitable, Inexorus was the first inevitable ever constructed by the axiomites, built as the perfect soldier for use against the protean hordes.

Summoning Rules

The following describes the requirements and rituals for binding Inexorus.

Spirit Level: 7th

Alignment: Lawful Neutral (LN)

Constellation: Starless

Binding DC: 35

Totems: You gain a +2 totem bonus on binding checks made with Inexorus if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You perform Inexorus’s ceremony on a Law-Aligned plane.
  • You place the corpse of a protean that you personally slew within Inexorus’s seal. This protean’s CR must be equal to or greater than your character level. Inexorus annihilates the corpse during his manifestation, expending it.
  • You are Lawful or have a mark of justice or geas/quest effect active on yourself.

Ceremony: You utter a prayer to the Prime Inevitable and stomp the ground in the center of Inexorus’s seal.

Manifestation: Shockwaves of gears and electricity spread forth like a wave from your foot, transforming Inexorus’s seal into a mechanical face that bids you well.


Major Granted Abilities

  • Wounding Strikes: As a swift action, you can cause your melee weapons to rend your enemies’ flesh, causing successful attacks with your melee weapons to deal bleed damage equal to your Charisma modifier to any opponent that you hit until the start of your next round. This bleed damage stacks, up to a total amount of bleed damage equal to half your binder level. After using this granted ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Bleed damage from wounding strikes can stack to a maximum equal to your binder level.

Minor Granted Abilities

  • Axiomatic: You can imbue one of your weapons with the axiomatic weapon special ability as a swift action. This ability only functions while you wield the weapon. If dropped, the weapon resumes granting this ability if it is returned to you before the duration expires. This ability lasts for a number of rounds per day equal to your binder level. These rounds don’t need to be consecutive.
  • Detect Chaos: While you are bound to Inexorus, you can use detect chaos as a spell-like ability at will. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is chaotic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect chaos in any other object or individual in range.
  • Multiarmed: While you are bound to Inexorus, you gain two additional arms, to a maximum of four arms. You can use these arms to wield multiple weapons, but only one hand is your primary hand, and all others are off-hands. You can use its hands for other purposes than require free hands. In addition, you gain the benefits of Multiweapon Fighting.
  • Prime Objective: While you are bound to Inexorus, you can cast any spell on the Law domain’s list of domain spells whose spell level is equal to or less than your maximum spirit level as a spell-like ability. You can cast a total number of Law domain spell-like abilities each day equal to 3 + your Charisma modifier.

Signs and Influence

Inexorus affects you in the following ways.

  • Physical Sign: Your inner body transforms into a perfectly organized system of gears, cogs, and mechanical apparatuses. When you activate one of Inexorus’s granted abilities, a yellow aura of pure law surrounds you.
  • Personality Influence: You loathe discord and seek to quell chaotic events by any means necessary. You must follow every sovereign law that you are aware of.
  • Favored Ally: Outsider (any with the inevitable subtype)
  • Favored Enemy: Outsider (any with the protean subtype)

Vestigial Bond (Boon)

You gain an arbiter inevitableB2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your arbiter’s abilities. This granted ability replaces axiomatic.



Jörmungandr: He Who Encircles the World

Jörmungandr is a massive leviathan that circles all of creation. Legend says that Jörmungandr will one day break its endless cycle and consume the world.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Jörmungandr.

Spirit Level: 7th

Alignment: Neutral Evil (NE)

Constellation: Tree

Binding DC: 29

Totems: You gain a +2 totem bonus on binding checks made with Jörmungandr if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You destroy a holy symbol belonging to a deity with the Air Domain within Jörmungandr’s seal during his ceremony.
  • You mix the scales of a reptilian or draconic creature whose CR is equal to or greater than your binder level into the mixture that you prepare during Jörmungandr’s ceremony.
  • You draw Jörmungandr’s seal around a willow tree.

Ceremony: You chain yourself to the far boundaries of Jörmungandr’s seal and pour a mixture of poison and acid above your head and into your eyes.

Manifestation: You scream in pain and instinctively try to claw your eyes out as the bubbling poison dances on your retinas, forming into the image of a serpent devouring its own tail. The image spins across your field of vision impatiently.


Major Granted Abilities

  • Equalize: You balance your life energy against that of one target within 30 feet as a standard action. You and your target’s hit points become equal to the average of both of your current hit point totals. A successful Fortitude save negates this ability. This ability cannot bring a target’s total number of hit points above a creature’s maximum hit point total. Hit points in excess of a creature’s maximum total are lost. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: If equalize would make your hit point total equal or exceed your hit point maximum, excess hit points are transferred into temporary hit points. These temporary hit points do not stack and last for 1 hour.

Minor Granted Abilities

  • Eternal Cycle: While you are bound to Jörmungandr, you return to life one day after you die, functioning as reincarnate. You reincarnate in a safe location within 1 mile of the place you died, bound in a poor pact to Jörmungandr for 1 week. During this week, Jörmungandr cannot be exorcised or expelled and if you die again, you stay dead.
  • Resistances of the Great Serpent: While you are bound to Jörmungandr, you gain a +4 bonus on saving throws against death effects, diseases, and poison. In addition, you gain electricity resistance equal to your binder level. At 20th level, you become immune to death effects, diseases, electricity damage, and poison instead.
  • Poison the Sky: You belch a cloud of disgusting poison as a standard action, functioning as cloudkill. Unlike the spell, this cloud gains 10 feet of height each minute that it persists as it climbs higher and higher into the sky. You may only have one cloudkill effect active at a time; creating a new cloudkill effect dismisses the previous one. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Stir the Ocean: You command the water to your whim as a standard action, functioning as either hydraulic torrent, control water, or vortex (whirlpool only). You can use this ability a number of times per day equal to 3 + your Charisma modifier. If you choose vortex, you may only create a single whirlpool at a time; creating a new whirlpool dismisses the previous one.

Signs and Influence

Jörmungandr affects you in the following ways.

  • Physical Sign: An ouroboros appears on your forehead. When you activate one of Jörmungandr’s granted abilities, the ouroboros spins as the great serpent tries to swallow itself.
  • Personality Influence: Your body shakes each time you see or hear lightning or thunder. Each hour after sealing your pact with Jörmungandr, you must lick and kiss every inch of your bare feet.
  • Favored Ally: Magical Beast (any)
  • Favored Enemy: Outsider (any)

——

Vestigial Bond (Companion)

You gain a constrictor snakeB1 as an animal companion. You possess a druid level equal to your binder level when determining your constrictor snake’s abilities. This granted ability replaces resistances of the great serpent.



Lord Saruga: Soul Eater

Lord Saruga was a lizardfolk who yearned to rule his kind. Ultimately, his plans were foiled by the ambition and greed of those closest to him.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Lord Saruga.

Spirit Level: 7th

Alignment: Chaotic Evil (CE)

Constellation: Dragon

Binding DC: 27

Totems: You gain a +2 totem bonus on binding checks made with Lord Saruga if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You eat at least 8 ounces of a sentient creature’s brain during Lord Saruga’s ceremony. The creature must possess an Intelligence of 4 or greater to qualify for this totem.
  • You carve draconic runes into Lord Saruga’s seal, requiring the ability to write in Draconic.
  • You perform Lord Saruga’s ceremony at nighttime or his seal is drawn underground.

Ceremony: You pour a chalice of animal blood and toast Lord Saruga with it, careful not to spill a single drop.

Manifestation: The chalice shatters as the incorporeal souls of 80 lizardfolk soldiers storm Lord Saruga’s seal and begin to chant loudly in Draconic.


Major Granted Abilities

  • Summon Horde: You summon a horde of minions as a full-round action, allowing you to summon 5d6 lizardfolkB1, functioning as summon monster VII except it has a duration of 4 rounds. Use your binder level as the lizardfolk’s base attack bonus. You cannot have more than one summon horde ability active in this way at one time. If this ability is used again, any existing summon horde immediately ends. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Lizardfolk summoned by summon horde gain an insight bonus to their AC, on saving throws, and on damage rolls made with melee, ranged and natural weapons equal to half your binder level.

Minor Granted Abilities

  • Devour Mind: You can devour the brain of a creature with humanoid intelligence as a full-round action in order to gain its knowledge. Select 1 skill that the target creature had 1 or more ranks in. You gain an insight bonus equal to your binder level on skill checks of the selected type and can make checks with that skill untrained. In addition, you gain the target’s languages and can access its memory with perfect clarity. This benefit lasts for the duration of your pact with Lord Saruga. You cannot have more than one devour mind ability active at one time. If this ability is used again, any existing devour mind immediately ends.
  • Inspire Fanaticism: You bend the weak-willed to your will as a standard action, functioning as mass charm monster except it can only target humanoids with the reptilian subtype. All other creatures are affected as confusion instead. This ability is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Lizardfolk Toughness: While you are bound to Lord Saruga, you gain a natural armor bonus equal to your maximum spirit level, darkvision out 60 feet, and gain the hold breathb1 special quality. This ability is a polymorph effect. You must show Lord Saruga’s sign in order to receive this benefit.
  • Saruga’s Curse: As a standard action, you can transform a living humanoid creature into a lizardfolk with a melee touch attack. If you hit the target, it dies and is immediately reincarnated as a lizardfolk, as reincarnate. A Fortitude save negates this effect. Whether or not the save is successful, a creature cannot be the target of this ability again for 1 day. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Lord Saruga affects you in the following ways.

  • Physical Sign: You become a hybrid of a lizardfolk and your true race. When you activate one of Lord Saruga’s granted abilities, green ichor drips from your nostrils and teeth.
  • Personality Influence: You speak and act with highborn mannerisms. You must indulge yourself in the luxuries of nobility at all times.
  • Favored Ally: Humanoid (any with the reptilian subtype)
  • Favored Enemy: Humanoid (humans)

Vestigial Bond (Companion)

You gain a tyrannosaurusB1 animal companions. You possess a druid level equal to your binder level when determining your birds’ abilities. This granted ability replaces inspire fanaticism.



Mare Loviatha: Ice Queen

Loviatha was an elven princess who almost manipulated her way to the throne, if not for her older brother.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Mare Loviatha.

Spirit Level: 7th

Alignment: Neutral Evil (NE)

Constellation: Mage

Binding DC: 27

Totems: You gain a +2 totem bonus on binding checks made with Mare Loviatha if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You are not bound to any other female spirits. If you accept this totem, you cannot seal a pact with a female spirit for 1 day or until Mare Loviatha leaves your soul.
  • You are male or you give courtly praise to Mare Loviatha, requiring 14 ranks in Knowledge (nobility)
  • You sing Mare Loviatha’s song during her ceremony without an accent, requiring the ability to speak Elven.

Ceremony: You place the dried skins of seven different types of snakes and place them into a basin of cold water at the center of Mare Loviatha’s seal while singing about her.

Manifestation: The snake skins spring to life, writhing within the basin. They peek their heads out of the water and sing in a female elven voice, freezing the water solid.


Major Granted Abilities

  • Wrath of the Ice Queen: You freeze one creature within 30 feet alive as a standard action. The target becomes permanently petrified if it fails a Fortitude save. Stone to flesh cannot remove this condition, but break enchantment can. Creatures immune to cold damage are immune to wrath of the ice queen. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: A target that succeeds on its saving throw against wrath of the ice queen is staggered for 1 round.

Minor Granted Abilities

  • Burden of Guilt: You overwhelm a target within 30 feet with feelings of guilt as a standard action, causing it to attack itself for 1 round per binder level you possess if it fails a Will save. The target deals 1d8 points of damage + its Strength modifier each round using an item in its hand or with an unarmed strike. On a successful save, the target is staggered and takes a –2 penalty to its AC for 1 round. This ability is a mind-affecting emotion effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.
  • Dark Horn: While you are bound to Mare Loviatha, you gain a gore attack that deals 1d6 points of damage (or 1d4 if you are Small). If you already possess a gore attack, your gore attack deals damage as if you were one size category larger. In addition, any gore attacks that you possess bypass damage reduction as an evil weapon would. You must show Mare Loviatha’s sign in order to receive this benefit.
  • Mare’s Whispers: While you are bound to Mare Loviatha, you gain an insight bonus on Handle Animal and Ride checks equal to half your binder level.
  • Mounted Prowess: While you are bound to Mare Loviatha, you gain the benefits of Mounted Combat and Mounted Archery.

Signs and Influence

Mare Loviatha affect you in the following ways.

  • Physical Sign: A black horn as long as your arm sprouts from your forehead. When you activate one of Mare Loviatha’s granted abilities, your skin and hair turn black.
  • Personality Influence: You are suspicious of others and easily frustrated. You must ignore all offers for help.
  • Favored Ally: Animal (horses), Magical Beast (unicorns), Any (creatures with the cold subtype)
  • Favored Enemy: Any (summoners or creatures that cast summon spells), Any (creatures with the fire subtype)

Vestigial Bond (Companion)

You gain a black unicorn companion, functioning as a horseB1 animal companion with a +10 profane bonus to all mental ability scores and a gore attack that deals 1d8 points of damage. You possess a druid level equal to your binder level when determining your unicorn’s abilities. This granted ability replaces burden of guilt.



Musha’Vadu: The Shadow-Bones Emperor

In his quest to live forever, Shadow-Mage Musha learned to siphon the youthful life energy from others to prolong his existence. Ultimately, he was destroyed by the inner light of one of his intended victims.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Musha’Vadu.

Spirit Level: 7th

Alignment: Chaotic Evil (CE)

Constellation: Skull

Binding DC: 27

Totems: You gain a +2 totem bonus on binding checks made with Musha’Vadu if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You draw Musha’Vadu’s seal within an area of darkness.
  • You embellish Musha’Vadu’s seal with shadowy effigies, requiring 14 ranks in Knowledge (planes).
  • You draw Musha’Vadu’s seal with black chalk.

Ceremony: You offer a small serving of blood from a young creature to Musha’Vadu in a bone-wrought cup while praising the Shadow-Bones Emperor for his greatness and aptitude.

Manifestation: A skeleton appears before you, cloaked in black. It wraps its mantle around you, engulfing your vision. Musha’Vadu whispers to you from within this inky abyss.


Major Granted Abilities

  • Shadow Storm: You conjure a whirling 20-foot cylinder of shadows at a location within 100 feet of you as a standard action, causing all targets within the area to suffer 1d6 points of negative energy damage per binder level you possess. A successful Reflex save reduces the damage by half. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Your shadow storm lingers in the targeted area for 4 rounds, functioning as deeper darkness.

Minor Granted Abilities

  • Shadow Conjuration: While you are bound to Musha’Vadu, you can cast shadow conjuration as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. You cannot have more than one shadow conjuration spell active in this way at one time. If this ability is used again, any existing effect created by your shadow conjuration immediately ends.
  • Shadow Walk: While you are bound to Musha’Vadu, you can cast shadow walk and shadow step as spell-like abilities a number of times per day equal to 3 + your Charisma modifier.
  • Siphon Age: While you are bound to Musha’Vadu, you can cast siphon sands† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Changes to your target’s age using this spell-like ability are instantaneous and persist after your pact with Musha’Vadu has ended, while changes to your age or to your ability scores end when your pact with Musha’Vadu ends.
  • Umbral Sight: While you are bound to Musha’Vadu, you gain darkvision out 120 feet and can see through magical darkness, as the see in darkness universal monster special ability.

Signs and Influence

Musha’Vadu affects you in the following ways.

  • Physical Sign: Your body turns ashen in color. When you activate one of Musha’Vadu’s granted abilities, your shadow makes different gestures than you do.
  • Personality Influence: You are jealous, bitter, and resentful towards all other living creatures, especially the young. All responses to inquiries that you make must be as spiteful and malicious as possible,
  • Favored Ally: Any (creatures native to the Plane of Shadows)
  • Favored Enemy: Any (creatures that are not immune to aging effects except favored allies)

Vestigial Bond (Boon)

Your shadow animates into an independent creature, functioning as a shadowdancer’s call shadow ability. Use your binder level as your shadowdancer level when determining your shadow’s abilities. This granted ability replaces shadow conjuration.



Portenta: Seer of the Orphic Eye

Portenta the Seer unknowingly foretold her transformation into a spirit at the hands of the gods.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Portenta.

Spirit Level: 7th

Alignment: Neutral (N)

Constellation: Seer

Binding DC: 27

Totems: You gain a +2 totem bonus on binding checks made with Portenta if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You gaze into a crystal ball during Portenta’s ceremony.
  • You are an orc, a half-orc, an elf, or a half-elf or you speak a mixture of Orc and Elven during Portenta’s ceremony, requiring the ability to speak both languages.
  • You are a master astrologist, requiring 14 ranks in Knowledge (nature).

Ceremony: You gaze into a reflective option in the center of Portenta’s seal.

Manifestation: A third eye opens on your reflection’s forehead, prompting Portent’s physical sign to manifest upon you. Your third eye’s reflection reveals a glimpse of your future.


Major Granted Abilities

  • Fuse Flesh: You fuse the flesh of one target within 30 feet, dealing 1d6 points of ability damage to one physical ability score and 1d6 points of ability damage to one mental ability score, both of your choice. In addition, the target becomes entangled and confused. The target receives two Will saves to negate this effect; if the first save is successful, all physical ability damage and the entangled condition are prevented while if the second is successful, all mental ability damage and the confused condition is prevented. Fuse flesh can only be removed by break enchantment. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: When a target fails a save against fuse flesh, it suffers 1d6 points of ability damage to two ability scores of the appropriate type.

Minor Granted Abilities

  • Dream of Destiny: You grant one target a vision with a touch. After 1 minute of meditation, the touched target falls asleep for 1 hour and cannot be awakened. While it sleeps, your target gains a vision of the future. There is a 70% chance that this vision is a true, clear prophecy and will come to pass; otherwise, the vision is cloudy and your target is unsure of whether the vision is one that will happen, one that will not happen, or one that could happen. After benefiting from this ability, a creature cannot receive a second prophecy for 1 day.
  • Orphic Foresight: While you are bound to Portenta, you gain a +4 insight bonus to your initiative and after initiative has been rolled, you can swap results with one ally as an immediate action. You cannot swap initiative results with an ally if you have been surprised.
  • Spirit Step: You and your equipment become incorporeal as a standard action for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be used in 1-minute increments.
  • True Sight: You see through deceptions and illusions as a standard action, functioning as though you had cast true seeing. You do not require an expensive material component to use this ability. You can use this ability for a number of rounds per day equal to your binder level. These rounds do not need to be consecutive.

Signs and Influence

Portenta affect you in the following ways.

  • Physical Sign: A third eye opens on your forehead; if you have the Demon Eye feat, this eye glows with inner fire instead. When you activate one of Portenta’s granted abilities, occult energy as dark as night surges forth from this eye.
  • Personality Influence: You never acknowledge when others please you. Your speech and body language is exaggerated.
  • Favored Ally: Any (anyone that you truly love with your whole being or that truly loves you with their whole being)
  • Favored Enemy: Undead (any)

Vestigial Bond (Companion)

You gain a random animal companion chosen from the druid’s nature bond ability by the GM. This animal has human-like sentience, functioning as awaken except it continues to serve as your vestigial companion. You possess a druid level equal to your binder level when determining your awakened companion’s abilities. This granted ability replaces spirit step.



Quicksilver: Warrior of the Wastes

Quicksilver was a masked hero of the shifting sands renowned for his speed and cunning. Even after his mysterious disappearance, desert dwellers continue to celebrate Quicksilver as a folktale hero to this day.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Quicksilver.

Spirit Level: 7th

Alignment: Chaotic Neutral (CN)

Constellation: Hero

Binding DC: 27

Totems: You gain a +2 totem bonus on binding checks made with Quicksilver if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You draw Quicksilver’s seal in a desert or an area surrounded by unhewn stone.
  • You bring a horse or pony into Quicksilver’s seal. During the ceremony, it turns to stone and then crumbles into sand when Quicksilver manifests.
  • You shave your head during Quicksilver’s ceremony.

Ceremony: You light a brazier in the center of Quicksilver’s seal and place a bladed weapon in the center of it.

Manifestation: The blade melts as you pull it from the flames. The fire engulfs your hand as Quicksilver’s sign manifests upon your body.


Major Granted Abilities

  • Combat Burst: As a full-round action, you perform one of the following maneuvers:
    • Quicksilver Flurry: You make three melee attacks against one opponent within your reach.
    • Quicksilver Spring: You move up to your speed and make two melee attacks at any point during your movement.
    • Quicksilver Twister: You make one melee attack against all opponents within your reach. All attacks made with combat burst are made at your highest attack bonus. Each attack must be made with a separate attack roll. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Each time you confirm a critical hit while using combat burst, reduce the number of rounds that the ability is expended for by 1 round (minimum 1 round).

Minor Granted Abilities

  • Desert Mastery: While you are bound to Quicksilver, you treat deserts as a favored terrain, as the ranger class feature. Your favored terrain bonus is equal to half your binder level.
  • Desert Skin: While you are bound to Quicksilver, you gain a natural armor bonus to your Armor Class equal to half your binder level. If you wear armor, this bonus cannot exceed your armor’s maximum Dexterity bonus. You must show Quicksilver’s sign in order to receive this benefit.
  • Quick Step: Each turn, you can either take two 5-foot steps during a full-round action or make one 5-foot step without counting it against the amount of movement that you can normally make during your turn.
  • Weapon Smithing: While you are bound to Quicksilver, you can cast fabricate as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. You require a source of heat as a focus component for this spell-like ability. (This heat source must be 110° F or hotter.)

Signs and Influence

Quicksilver affects you in the following ways.

  • Physical Sign: Your skin gains the appearance, texture, and hardness of sandstone. When you activate one of Quicksilver’s granted abilities, you skin gleams like polished silver instead of its normal, sandy appearance.
  • Personality Influence: You are recklessly optimistic at all times, especially so during dangerous situations or when you are about to risk your life. You must offer your assistance to all good, common folk that you encounter and must follow through on that assistance.
  • Favored Ally: Any (good creatures native to desert terrain)
  • Favored Enemy: Special (one creature type of your choice selected from the list of ranger favored enemies)

Vestigial Bond (Companion)

You gain a camelB1 as an animal companion. You possess a druid level equal to your binder level when determining your camel’s abilities. This granted ability replaces quick step.



Silent Step: The Limbless Monk

Silent Step was a monk who was given a soul crushing test of faith from his deity. When he finally died, it is said he chose to wander the cosmos rather than unite with his once-beloved god.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Silent Step.

Spirit Level: 7th

Alignment: Lawful Neutral (LN)

Constellation: Scholar

Binding DC: 27

Totems: You gain a +2 totem bonus on binding checks made with Silent Step if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You draw Silent Step’s seal on a high-altitude mountain or within a monastery.
  • You deal 1d4 points of Constitution damage to yourself during Silent Step’s ceremony by mutilating your tongue. This does not impact your ability to complete the verbal components of spells or abilities.

Ceremony: You delicately coat your body in liquid iceAPG. Silent Step’s ceremony deals no damage to you so long as you are careful in the application of this alchemical substance.

Manifestation: Snowflakes begin to gently fall around you as the air grows cold and the liquid ice freezes, encasing your body in ice. You temporarily lose consciousness and when you open your eyes a naked human with your limbs grafted onto his body stands before your limbless form.


Major Granted Abilities

  • Icicle Lance: You make a special rime-covered unarmed strike against a target as a standard action. If you hit, you deal your unarmed strike damage to the target plus 1d6 additional points of damage per binder level you possess. Half of this extra damage is cold damage and the rest is piercing damage. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: When you attack with Stunning Fist, you can activate icicle lance as a swift action, causing your Stunning Fist to deal additional cold and piercing damage to its target as noted above instead of icicle lance’s usual effects.

Minor Granted Abilities

  • Hoary Fists: While you are bound to Silent Step, you gain the benefits of Improved Unarmed Strike and your unarmed strikes deal damage as though you were one size category larger. You must show Silent Step’s sign in order to receive this benefit.
  • Ice Storm: While you are bound to Silent Step, you can cast ice storm at will as a spell-like ability. You may only have one ice storm active at once; creating a new ice storm dismisses the previous one.
  • Throat Strike: While you are bound to Silent Step, you gain the benefits of Stunning Fist. In addition to the usual effects of this feat, you can choose to inflict the caster croak spellblightUM onto your target instead of the stunned condition.
  • Vow of Silence: While you are bound to Silent Step, you can project a 10-foot aura of silence at will, functioning as silence except centered on you. You can suppress or activate this granted ability as a standard action.

Signs and Influence

Silent Step affects you in the following ways.

  • Physical Sign: Your limbs and tongue become frigid to the touch and appear black and withered. When you activate one of Silent Step’s granted abilities, a gust of snowy, frigid air surrounds your body.
  • Personality Influence: You do not speak. You must remain silent at all times without exception.
  • Favored Ally: Any (creatures with monk levels)
  • Favored Enemy: Any (creatures that can speak a language)

Vestigial Bond (Companion)

You gain a goatUM as a familiar. You possess a wizard level equal to your binder level when determining your goat’s abilities. This granted ability replaces ice storm.



Wendigo: The Ever-Hungry

Many scholars know of the wendigo and their insatiable lust for flesh, but few have heard the old mountain tale that is believed to have given its name to this terrifying undead monstrosity.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Wendigo.

Spirit Level: 7th

Alignment: Neutral Evil (NE)

Constellation: Beast

Binding DC: 27

Totems: You gain a +2 totem bonus on binding checks made with Wendigo if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You have not eaten anything within the past 24 hours.
  • You draw Wendigo’s seal deep beneath the surface of the earth or high upon a mountaintop.
  • The meal that you prepare for Wendigo’s ceremony includes choice meat from a member of your race.

Ceremony: You prepare a meal within Wendigo’s seal.

Manifestation: A voice whispers, “Hungry… so… hungry…” as you lay down the food. It slowly vanishes in chunks, as if something was taking large bites from it.


Major Granted Abilities

  • Wendigo’s Walk: You transform into a cloud-like vapor and soar across the sky as a standard action, functioning as wind walk. After using this ability, it becomes expended for its duration and for 5 rounds afterwards.
  • Capstone Empowerment: While grappling an opponent, you may activate Wendigo’s walk as a free action instead of making an unarmed strike or a natural attack against the grappled opponent. This either ends the grapple, or if you initiated the grapple you may drag your target along with you into the sky. A successful Will save negates this effect. If the grapple ends, the target returns to normal and falls.

Minor Granted Abilities

  • Consume Mana: While you are bound to Wendigo, you gain spell resistance equal to 13 + your binder level. When a spell fails to overcome your spell resistance, you heal a number of hit points equal to your binder level.
  • Gnawing the Bones: While you are bound to Wendigo, you gain a 20-foot burrow speed. In addition, you may cast allfoodAPG at will as a standard action.
  • Iron Stomach: While you are bound to Wendigo, you are immune to ingested poisons and any negative conditions or effects from eating rotten food. In addition, you never feel full or bloated, regardless of how much you eat.
  • Maw of Consumption: While you are bound to Wendigo, you gain a bite attack that deals 1d6 points of damage (or 1d4 if you are Small). If you already possess a bite attack, increase the damage dealt by your bite attack by one size category instead. Your bite attack ignores damage reduction and hardness as though it were an adamantine weapon. In addition, you gain the grab special ability with your bite attack and do not provoke attacks of opportunity when making sunder attempts with your bite attack. You must show Wendigo’s sign in order to gain this benefit.

Signs and Influence

Wendigo affects you in the following ways.

  • Physical Sign: Two long, deer-like antlers sprout from your head. When you activate one of Wendigo’s granted abilities, your legs explode into stubs and instantly regrow.
  • Personality Influence: You are always hungry. You must always be eating something.
  • Favored Ally: Any (farmers, fishermen, and hunters)
  • Favored Enemy: Any (clerics) and Outsider (angels)

Vestigial Bond (Boon)

You can cast heroes’ feast as a spell-like abilities a number of times per day equal to 3 + your Charisma modifier. This granted abilities replaces consume mana.



Witch Yaba: Queen of Witches

The mythical Witch Yaba, often called ‘Dear Grandmother,’ is a fickle entity capable of bestowing fantastic boons and horrible curses upon her binders.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Witch Yaba.

Spirit Level: 7th

Alignment: Chaotic Evil (CE)

Constellation: Fiend

Binding DC: 27

Totems: You gain a +2 totem bonus on binding checks made with Witch Yaba if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You are an Old female or such a person witnesses Witch Yaba’s ceremony and manifestation.
  • You perform Witch Yaba’s ceremony with a coven of witches, which must include at least three hags.
  • You perform Witch Yaba’s amidst a frozen, wintry landscape on ground frozen solid with ice and snow.

Ceremony: You slit the throat of a small mammal and pour its blood over a piece of parchment.

Manifestation: Writing upon the parchment, the blood arranges itself into a map of your current location, marked by a hut standing upon chicken legs. The blood hardens as a cackling voice echoes around you.


Major Granted Abilities

  • Unhinge the Spirit: You severe the connection between a target’s soul and its body with a touch as a standard action. If you hit the target with a melee touch attack, it suffers 1 negative level at the start of its turn for the next 4 rounds. The creature may make a Will save to negate this negative level, but it must make a save against each negative level separately. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: After using unhinge the spirit, the target suffers 1d4 negative levels at the start of its turn unless it succeeds on its Will save.

Minor Granted Abilities

  • Dancing Hut of Witch Yaba: While you are bound to Witch Yaba, you can animate a hut into an animated object, functioning as the witch’s hut hexUM. In addition, you can cast secure shelter as a spell-like ability once per day. This spell-like ability has a duration of 1 day and the cottage created by it can be animated by your witch’s hut hex.
  • Hexes of the Witch Queen: While you are bound to Witch Yaba, you gain the benefits of the following witch hexes, using your binder level as your witch level: agonyAPG, child-scentUM, and cook peopleUM.
  • Mislead: While you are bound to Witch Yaba, you can fool your enemies’ senses as an immediate action, functioning as mislead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Witch Senses: While you are bound to Witch Yaba, you gain a constant see invisibility effect and darkvision out 60 feet. If you already possess darkvision, your darkvision can penetrate magical darkness instead, as the see in darkness ability.

Signs and Influence

Witch Yaba affects you in the following ways.

  • Physical Sign: Your joints become knobby and your nose becomes crooked. When you activate one of Witch Yaba’s granted abilities, you begin cackling.
  • Personality Influence: You loathe those who have slighted you. You never pardon or grant mercy to any that provoke you.
  • Favored Ally: Monstrous Humanoid (any)
  • Favored Enemy: Humanoid (any)

Vestigial Bond (Companion)

Once per day, you may transform any hut animated by your witch’s hut hex into a dancing hut familiar. This familiar lasts for the duration of your pact with Witch Yaba. The hut is a Huge construct and its ability scores are equal to your Charisma score (except for Constitution and Intelligence, which the hut does not possess). In addition, the hut familiar possesses a bite attack (2d6+grab), swallow whole (2d6 bludgeoning damage; AC 16, hp equal to 1/10 your hit point total), a +10 natural armor bonus to AC, and DR 15/adamantine. You possess a wizard level equal to your binder level when determining your dancing hut’s abilities. This granted ability replaces unhinge the spirit.



Yith’anu: The Body Snatched

Yith’anu is a kitsune horror story about a kitsune whose mind is stolen from him from unknowable beings from beyond time and space.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Yith’anu.

Spirit Level: 7th

Alignment: Lawful Good (LG)

Constellation: Dark Beyond

Binding DC: 27

Totems: You gain a +2 totem bonus on binding checks made with Yith’anu if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You are a kitsune or you bring an unused kitsune star gemARG into Yith’anu’s seal during his ceremony.
  • You perform Yith’anu’s ceremony under nighttime sky.
  • You bring at least seven individual people to witness Yith’anu’s manifestation.

Ceremony: You meditate in the center of Yith’anu’s seal.

Manifestation: You fall into a deep trance. Within your mind’s eye, you encounter a horrifying creature that appears to be a cross between a kitsune and some conical, crustacean-like being with tubular limbs and large, unblinking eyes.


Major Granted Abilities

  • Mind Freeze: You paralyze one target within 30 feet, functioning as hold monster. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Targets that fail their Will save against mind freeze suffer a –2 penalty on saving throws against Yith’anu’s granted abilities for 4 rounds.

Minor Granted Abilities

  • Gregarious: While you are bound to Yith’anu, you gain an insight bonus on Diplomacy checks equal to half your binder level. In addition, when you win over a creature with Diplomacy, the DC of all Charisma checks and Charisma-based skill checks to influence that creature decreases by 2 and it takes a –2 penalty on saving throws against mind-affecting abilities.
  • Mind Wipe: You inflict amnesia on one target within 30 feet that you can communicate with telepathically as a standard action. The target suffers a permanent –4 penalty on all skill checks and loses all memories except for those that you choose to leave intact. A successful Will save negates this effect. Multiple uses of this ability do not stack. This effect can be cured by heal or greater restoration. This ability is a mind-affecting insanity effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.
  • Mind Swap: You swap bodies with one target with a touch, functioning as magic jar except you possess the target’s body while the target possesses your body. This ability lasts for the duration of your pact with Yith’anu, though you can dismiss it as a full-round action, allowing you and the other target to return to your true bodies at any time and across any distance. After ending mind swap, you may use mind wipe to erase the target’s memories of the time it spent in your body as a swift action. This ability is a mind-affecting effect. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day.
  • Telepathy: While you are bound to Yith’anu, you can mentally communicate with any other creature within 5 feet per binder level you possess that has a language, functioning as the telepathy special qualityB1.

Signs and Influence

Yith’anu affects you in the following ways.

  • Physical Sign: Your dominant hand gains lobster chitin and you grow a fox tail. When you activate one of Yith’anu’s granted abilities, you grow seven more tails.
  • Personality Influence: You act analytically. You must immediately document and analyze all humanoid behavior that you witness.
  • Favored Ally: Aberration (any)
  • Favored Enemy: Humanoid (any)

Vestigial Bond (Boon)

While you are bound to Yith’anu, you can transform into a kitsuneARG or a foxB1 as a standard action, functioning as alter self or beast shape II, respectively. In addition, you gain the following spell-like abilities: 2/day—disguise self, charm person, misdirection, invisibility, suggestion, displacement, and confusion. This granted ability replaces mind wipe.

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